The way I learnt most of my scripting techniques was to see other peoples example, thats how I learnt TPAs in like a day.
Great thing about programming is that once you know the basics its easy![]()
The way I learnt most of my scripting techniques was to see other peoples example, thats how I learnt TPAs in like a day.
Great thing about programming is that once you know the basics its easy![]()
How do you people think that there is something hard about reflection, it doesn't even matter to you if it's reflection or not, they're just procedures and functions like everything else, FindObj is harder to use, nobody complains...
You can make it challenging..
Like have you script be able to start from anywhere and actually walk to where it is supposed to without tele'ing to lumby..
Or you can make a playground of tiles so that the paths it takes are completely random which would be a great anti-ban..

Well, I voted Color.
Color > Reflection.
They both have their ups and downs.
I don't really understand why there should be so many arguments over which one is overall better. No ones forcing you to only use one of them in a script, that way you can get the best of both and make a great script! You can get a challenge out of reflection as well, it depends on how much effort you put into it.
However, to get into SRL members a person must make a color script imo.
Well what i think is that Color is real scripting and Reflection is like fun tool
~Home
95% slanted towards color. It's the journey that makes the destination worth it.
Interested in C# and Electrical Engineering? This might interest you.

Actually, I never learnt anything about reflection, plain reason why I prefer color...

I like color better, regardless of how well it works relative to reflection. This is because to me what makes the scripting interesting is in trying to make it interact with the the game using the same interface as a human player. Using Reflection is too easy, and it is a too far down the 'slippery slope'.
If Reflection was even a little more complete so that you could read all the details of of every object on the screen without ever looking at the screen, what that still be fun? What if you could bump up the experience awarded for a given task? Change the drops?
How about if level 2 goblins dropped godswords, dragon items and 500M coins every time?
I think it would be fun for about 10 minutes. The restrictions are what make it interesting.
For me, it seems that a natural point to put in a restriction on your own ability to manipulate the game while still using a script is in only allowing what a normal human player can do. Specifically, looking at what is displayed on the screen and using the mouse and keyboard. If you find that something is hard or impossible using these techniques, then that is a new puzzle for you to solve.
It turns Runescape from a tedious level-grind into a real-world skill-building tool where you learn programming techniques instead of how to mindlessly click on a rock for hours at a time.
As an aside, I wish Jagex would put more depth into the in-game skills. For example, making bread should involve all the basic steps for making bread in RL, including specifics such as temperature. Building a house should involve learning to follow a blueprint, how to measure and cut lumber, how to calculate angles for roof beams, etc. They should also set up group quests, where high level players act as project managers, hiring lower level players to do certain tasks (like producing the lumber for a project through woodcutting and milling skills), where the managers have to coordinate groups of other players to accomplish the quest. As players leveled up their managment skill they'd get access to bigger and bigger projects. Eventually Jagex could use such teams of players to design new areas and quests that would actually go into the game for other players to use.
With such skills they could reduce the amount of tedious level-grinding and provide another path for people who would prefer to actually learn something rather than just repeat the same thing over and over. Skills would be practiced a few times (like each of the dozen or so steps in basic bread making) before they became automatic. Periodically when you used one of them it would ask you the specifics again (this is called spaced repetition learning and is one of the most effective memory techniques).
By doing this they'd create a system where players would learn interesting details about real-world skills without having to grind through them over and over and over. That's more fun for the player. It's also more incentive for the player (or the players parents) to pay for a members account, since the material becomes educational as much as entertainment.
Woah! Tangent attack! Sorry, been thinking about that for a while, guess I shoulda made a thread.
Grippy has approximately 30,000 hours of Delphi coding experience. srsly.
neither are hard, color is just more time consuming..
reflections for me <3

That's my master project right now. Currently working a couple of angles on it. Looks promising so far. When it's done getting from place to place should be pretty cool. Ideally the simplest call to go from wherever you are to where you want to be would be something like MoveTo(GrandExchange) and it'll find a route and take you there.
I'm just working F2P for now, but there's no reason it couldn't be extended to work for the whole world.
Grippy has approximately 30,000 hours of Delphi coding experience. srsly.
Reflection for me - I find it pretty good and works as good as colour, except when its gets outdated but im not complaining
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